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    • Ashal

      SITE MOVED - IN READ ONLY MODE   12/08/2015

      Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.

Other

Fallout: New Vegas mods that don't fit in any of the existing categories

38 files

  1. Neko Gameplay Changes

    This will change some in-game settings

    No auto aim
    Higher jump
    Faster run when unarmed
    More Gore Explosion and blood
    Camera Angle and View distance minimum and maxed changed

    That new Minimum Fov is so nice in 3rd person
    it is almost first person but its not xD
    i really like it so hope you enjoy!

    View video for moaaar info
    />https://www.youtube.com/watch?v=7ZVTcuHwfC0


    you do not need it but i made this for the nekomimi project have a look

    124 downloads

    Submitted

  2. SuperCola

    I'm not wanting this to be a god mod, I want to make it a balanced way to progress a more melee path without bulking up in armor & big guns. But it's Super Powers, not necessarily Lore friendly. maybe if it proves popular I'll make a MCM menu with sliders for the effect of Level vs Karma vs Radiation etc.

    It basically endows your Player or any NPC drinking it with buff effects to their Abilities, Resistances & Healing based on their Karma, XP Level, and Sunlight. To a lesser extent powers are also effected by Drug use, Pocket Picking, People Killed, Eaten & Pants Exploded.

    There's an evil version cola that works in reverse of course, powers are dependant on bad karma, darkness and people killed etc. Both are found next to Doc M's chemistry set.

    Radiation is the weakness of both Power Sets. Radiation, by Centaur Spit, Glowing Ones, Radioactive Ponds etc.

    You don't need it but might want to add one of the following:

    It checks NX variables for Lust and Arousal too and applies them positively or negatively depending on if you are good or evil. I think it checks against some SCR formlists but doesn't require SCR. These functions have no effect if neither SCR or Spunk/Lust is installed.

    Superman Outfit:
    http://newvegas.nexusmods.com/downloads/file.php?id=41072

    SuperGirl Outfit:
    http://newvegas.nexusmods.com/downloads/file.php?id=41077

    This is a vast improvement on my old version which was full of issues, but I haven't done a great deal of testing so am interested to know how people find it so I can make further improvements. Unlike the old version this won't screw up your stats, you can just turn off or uninstall to remove all the effects.

    http://www.loverslab.com/files/file/1892-supercola/

    33 downloads

    Updated

  3. Gun Runners Home

    5th mod on Loverslab!!
     
    Gun Runners Home
    Located next to Gun Runners Store
     
    Uses Dead Money house textures!
    Uses OWB television (thats the only reason it needs OWB lol )
     
    Hope you enjoy!!
     
    The pictures are dark due to my ENB. (nevada skies enb stuff)
     
    Requires: Fallout New Vegas
    Dead Money and OWB
     
    Do NOT release this mod or alter it in ANY way.

    65 downloads

    Updated

  4. FPS Counter [FONV]

    ----------------
    Short description
    ----------------
    A simple-but-fully-configurable in-game FPS counter, to check the framerate, mainly for statistic and debug purposes. Or to make fun of your friends with bad rigs, showing them how high your FPS counter can go.

    This counter tracks down the time a frame leasts inside an effect, so it's strictly related to script execution and nothing about graphic. However, since graphic and scripts are related on their owns, you should see similar values to those you could see (for example) with Fraps.

    ------------
    MCM Options
    ------------
    - Enable FPS Counter: pretty explanatory... it allows to enable/disable the mod. The first time you load the mod it's disabled by default.

    - FPS Counter Position: clicking on this option, you will be kicked out from MCM and you will be able to decide the hud position. All the controls are written on the screen once you select this option, so don't worry to remember them, however the keys are: arrows or the control movements(WASD) move the hud, speed up the hud movement keeping Run pressed (SHIFT), change the font using Activate / Reload (E/R), enable / disable the infos on the screen using Grab (Z), confirm with Jump (SPACE) or Pipboy (TAB), reset to default pressing Auto-Run (Num Lock).

    - Mode: you can choose between FPS (frames per second) or MS (milliseconds, the time every frame leasts)

    - Refresh time: this parameter could be controversial, so please be careful to its interpretation. If you are unsure, just keep it very low (0.05-0.1), as per default.
    I introduced it only to catch spikes and understand their intervals. The way the mod works is grabbing EVERY frame time and choose the smallest value among the <Refresh Time> interval. This means that if you set the max value (2 seconds) you could notice that the FPS value drastically drops down. THIS DOESN'T MEAN YOUR FPS IS THAT LOW, this means that during the interval of 2 sec. you had at least one frame with that low framerate (= a "spike").

    - Threshold: under this FPS value, the counter will become red. It's just a way to catch the low values more easily.

    -------------
    Requirements
    -------------
    - NVSE 4.6+ (note: in date 12/05/2015 it is the Beta version on Silverlock)
    >>>> It wouldn't be bad installing the most recent one, you can find it on hlp's thread on Beth forum (note: in date 12/05/2015, it is the link to v5.0 beta 1 from his Dropbox).
    - UIO
    - MCM

    Personal note about requirements: if, in general, you feel you dont' want to install requirements like the ones stated above, for whatever reason you could have ("they're not safe!", "my computer's old and slow!", "once my cousin installed it and it broke his level 50!", <insert here some other unfounded excuse>), if you love modding then you should really start to think about it seriously. Requirements like these are top-notch modding, made by professional modders, created to break the barriers of common modding, introducing new wonderful features. And this is the same for every other extension you can find around, like JIP or Lutana. In my opinion, they should be considered on the same level of VANILLA, when people make a NV installation.


    -----------
    Installation
    -----------
    Unpack everything inside your Data folder. To uninstall, remove those few files and make a clean save.
    Please report if you have issues so that we can solve them together.


    ------------
    For modders
    ------------
    aFPSLowFPS event dispatched everytime it goes under the threshold value.


    ------
    Video
    ------


    https://www.youtube.com/watch?v=l4jF2xa0Tts&feature=youtu.be



    -------
    Credits
    -------
    hlp for NVSE
    JIP for UIO
    Pelinor for MCM


    -----------
    Permissions
    -----------

    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.

    118 downloads

    Updated

  5. Remote Control Explosive Car - Beta

    SHORT DESCRIPTION
    If you want to try this, just watch this video AND read KNOWN ISSUES below

    https://www.youtube.com/watch?v=_jmdZja36hI&feature=youtu.be


    UPDATE
    It now requires this to be downloaded separately, to increase compatibility. You place it inside your Data folder, activate it and put it before in your Load Order.

    LONG DESCRIPTION
    While waiting for Nina, I did this mod as a proof of concept, it was a nice way to test the reliability of some UDFs I did few days ago. This is classified as Beta because I just uploaded to have more tests on the "core" itself, trying that on other NV installations. Anyway, if it will work fine, this "bomb" will be craftable and I will hide the schematics inside a short quest involving some fiend bloodbath.

    HOW IT WORKS
    Take this bomb inside a trunk just in front of Doc Mitchell's house, on a wall. They are "ingestibles", it means you will find them under "Help" (or is it Aid?) in GECK, just like food.
    When you use it and close the pipboy, you will be forced to equip a detonator, there's no way to remove it. After 1-2 seconds (it varies by game delays), a small buggy will be deployed on your feet, you will hear a sound like something that falls on the ground. DON'T CLICK your left button! or it will detonate just on your feet
    At this point, you can decide to go a bit more far and detonate it, so it can be used just like a remote control mine, just like C4, or you can point your crosshair on the little car and activate it. A small menu will allow you to take the car back (so the detonator will be removed by your hands) or start driving the car (with the option Activate).
    To drive you can use WASD just like you move your character. Still, if you press Fire, the car will detonate.
    On top left there's a small hud that shows the damage of the car hull. If a monster will attach the car, when the health reaches zero it will detonate automatically.
    Also, if while you drive the car your character with the remote control is attached by an enemy, the controls will go back to you and the car will detonate automatically (so be careful).
    If you deployed the car and an enemy is attacking you, you won't be able to Activate it and drive against him, no matter if he's very far, if he's in the Combat condition you can't drive the car.
    I guess that's all.

    FUTURE PLANS (if everything works fine, much or less)
    - Solving known and unknown bugs
    - Putting a small quest to gain the schematics so that the car will be craftable
    - Nerfing the explosion (fatman explosion is just a placeholder, it was nice to see)
    - Putting a max range of the controller, definetely shorter in interiors
    - Increase compatibility

    INSTALLATION
    Requires last NVSE, what is it... 4.2something.
    Drop the content inside your Data folder, activate both the ESM (CamUtil.esp) and the ESP (BoomBoom.esp).
    If some program tells you "hey it's marked as esm but it's an esp!", answer it that yes, you can read.

    UNINSTALLATION
    .(pse.mooBmooB) PSE eht dna (pse.litUmaC) MSE eht thob etavitca ,redlof ataD ruoy edisni tnetnoc eht porD
    Basically, do the contrary of what you did when you installed it.

    KNOWN ISSUES
    - Since it's a beta, when you deploy the car till you detonate it, your console WILL SPAM A LOOOOT OF MY MESSAGES! can you disable them? yes but I don't tell you how. They don't hurt you and could help me if something goes wrong with you.
    - ALMOST FULLY INCOMPATIBLE WITH PIPBOY REPLACERS! for now I'm sure that Readius works fine (next thing I'll fix) should be fixed
    - INCOMPATIBLE with non-vanilla companions, just leave them grazing at home (next next thing I'll fix, at least for the most common ones) should be fixed
    - PROJECT NEVADA: if you sprint with the detonator on your hand, the car will detonate, so CAREFUL!
    - I can't really call it "script intensive", but well there are scripts running. If your installation is slow, something could not work fine. If you're unsure, please create new savegames and don't overwrite old ones.
    A good way to understand if you're in danger: if the car doesn't do what it's supposed to do, like in the video, you're in danger.
    At that point, really, DON'T overwrite your savegames. Please.

    CREDITS and PERMISSION
    Doctasax for his wonderful UDF tutorial
    REZ for his wonderful buggy mesh resource

    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.

    129 downloads

    Updated

  6. Old World Blues Self Cannibal

    This is a simple mod that lets you eat your Brain , Heart and Spine after you obtain them in Old World Blues. Message me or post on the topic if there are any bugs in the mod. Ensure its near the end of the load order.
     

    Download Link: https://userscloud.com/idlo9rtg4fjm

    12 downloads

    Submitted

  7. Bug Fix - Birds of a Feather: Baptiste Won't Kill Cass

    Bug Fix / Fan Patch

    There is a bug in the quest 'Birds of a Feather' (VMS29a) when you bring Cass to Jean-Baptiste. He will say "Well, looks like you came through after all. She's not half bad looking, is she? It's almost a shame...", and then the conversation ends and nothing happens.

    I believe Obsidian intended to remove this greeting dialog, as it's result script is commented out, as is the one on its follow up topic. If it worked, he would kill Cass immediately.




    There is a similar second Greeting topic with more or less the same conditions which allows player response of 'kill her' or 'I won't let you kill her' instead, and works, but it can be blocked by the other.

    This patch simply adds an impossible condition to the broken line, so it always picks the correct one.

    This fix is not in NVEC, as of v3.4DD.

    66 downloads

    Updated

  8. Stamina HUD [FONV]

    -----------
    Changelog
    -----------

    v.1.2 - The core seems pretty much completed. Solved few script bugs, leading to random issues when reloading. Added a new variable to the fnPrint function. Tweaked some consumption values. Added an extra "weak" effect when you are in CoolDown - it now reduces Unarmed and Melee ability and damage. And... something else I cant' remember.
    v.1.1 - Added an extra option on the MCM - Customize colors. If you check it, you will be able to choose your custom colors, as before. If you un-check it, you will have vanilla themes (the classic yellow and red per default - or different if you changed it on the main menu)
    v.1 - Release


    ---------------------------
    BETA - Requires feedback
    ---------------------------

    A small script that adds a stamina bar on the NV hud. The bar itself doesn't do anything, but can be used along with other mods (i.e. this Sprint mod or these realism Options).

    It has many options to configure it via MCM

    - Debug Mode: not much interesting, it enables some console spam, for debug.

    - Stamina Bar Position: this is important. When you click on this, you will be kicked out from the MCM and you will be able to decide the bar position, using the arrows. If you press SHIFT, it will move faster. E/R increases / decreases the size etc. all the commands are written on the screen.

    - CoolDown: this Option on the MCM will decide the amount of seconds that Cooldown mode will least.
    (what is CoolDown mode) When the stamina reaches zero, the bar will start blinking and the player will be exhausted >>> it will go in CoolDown mode. While in CoolDown, stamina won't regenerate.

    - Force Walk: if enabled, the player won't be able to run in Cooldown mode (because he's exhausted)

    - Breath Sound: if enabled, when the character will go under a certain value of stamina (the BREATHING THRESHOLD), it will start breathing heavily

    - Breathing Threshold: the percentage where the player will start breathing

    - Bar Primary and Secondary colors: they decide the color of the bar.

    - Endurance and Agility Ratio:
    These two sliders decide how much the player's S.P.E.C.I.A.L. influence the Stamina.
    Player's END decides the max amount of stamina
    Player's AGI decides the regeneration rate
    Stamina Max = END * Endurance ratio
    Stamina Regen = AGI * Agility ratio


    ---------------
    Requirements
    ---------------

    - NVSE 4.6+
    - UIO
    - MCM (while MCM is optional, the amount of configurable things is a good reason to install it)


    ------------
    Installation
    ------------

    Extract the content in Data or use a mod manager to do the same. Flag is on the load order and you're ready to go. Load order position is not influent.
    Optional: if you prefer the alternative bar, after the installation un-pack it and overwrite the files

    Updates: when not request, clean save is not necessary. However, if you'll have issues, it would be better making a clean save before reporting any possible problems (or temporary starting a new game and see how it goes)

    A small video to show a bunch of features in game:

    https://www.youtube.com/watch?v=CdBLe82z5fg&feature=youtu.be


    -------------
    For Modders
    -------------

    I'm still wondering what I should / shouldn't do, that's why I flagged it as WIP. Things can be changed properly if they are not easy to be used / they don't work at 100% etc. so I would appreciate some feedbacks on that.

    The way to interact with it is pretty easy. There are 3 things done for now.

    > A main function
    Let iMaster := GetModIndex "Stamina.esp" Let bStaminaInit := 1 Let fnStamina := BuildREF iMaster 7188
    After BuildREF, to drain or provide stamina, it's necessary to call the function passing 3 parameters:
    Call fnStamina fValue fCoolDown sName
    - fValue is the amount of stamina gained/drained(positive or negative).
    - sName is a string, a note, better if it's the name of the mod. It's only used for test purpose, it will be printed on console if debug is activated.
    - fCoolDown is a peculiar value, I'll try to explain it the best I can. It introduces a CoolDown time in the regeneration. The stamina mod ticks regeneration every 0.1 seconds. This means that if fCoolDown is 0, you will drain stamina but in the same time the regeneration will regenerate. At high regeneration rates, you risk that things like sprinting (which drain stamina continuously) won't consume the stamina as intended. To avoid it, you can introduce a fCoolDown of even just 0.2, it will prevents the stamina to regenerate. A higher value could be used to simulate a hit, for example, you put 2 seconds when you receive a hit, you won't regenerate for 2 seconds.

    > A couple of events
    "aSTTiredUDE" and "aSTNoTiredUDE" are dispatched when you are in CoolDown mode (see Stamina - when the bar blinks, when you are forced to walk)

    > A function returns few vars
    aSTfnPrint (Hex = 3027, Dec = 12327) wants a string as parameter (the name of the var) and returns the value of the variable. Not tested...
    Parameters:
    - "fStamina": actual stamina value
    - "fStaminaMax": max stamina value
    - "fStaminaRegen": regen value
    - "bBlink": if true, the stamina bar will blink => when aST_TiredUDE will be dispatched
    - "iBreath_TH": the threshold when the player starts breathing
    - "fAgi_Ratio": Agility ratio
    - "fEnd_Ratio": Endurance ratio

    30/04:
    Added a new parameter "rInit"
    if eval (Call fnPrint "rInit")
    If you call a string like this, it will go true only after that the main mod Stamina.esp has finished to be initialized.


    ------------
    Permission
    ------------

    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.

    329 downloads

    Updated

  9. Writable Logbook [Fallout NV]

    ------------
    Update
    ------------

    NOTE on update: if you come from a previous version (especially <2.7), you could experience strange behaviours, a clean save would be necessary.
    V4.0 UPDATE
    IT STILL REQUIRES THE MAIN FILE (v.3) TO BE INSTALLED BEFORE IT! This is just an incremental update.
    - Groovatron compatibility granted
    - For modders: as per request, now 2 events are dispatching
    --- aLBOpenLogbook
    --- aLBCloseLogbook
    - Solved a small issue preventing TTW users who updated NV to receive their logbook
    V3.0
    Since ENB users can have problems in erasing characters with Backspace, I added the left arrow to erase the last character you are editing.
    Uploaded another interface file, the previous one was wrong. Not a big deal, however it was not the one intended and it was different from the pics)
    V2.9
    Added hotkey to open the LogBook without opening the pipboy (configurable via MCM - Default L)
    V.2.8
    Patched for TTW, now it shouldn't be possible to cause issues forcing the logbook to appear in inventory. It will be added after the quest Escape! in DC
    V.2.71
    Re-packaged the folders, I did a typo in the folder name, probably preventing a mod manager to install it correctly
    V.2.7
    Corrected critical issue mainly for non-Lutana users
    V.2.5
    I changed idea, I did a new version.
    - Added options to custom the UI, inside MCM, along with some pre-made themes. People using a custom UI graphic (i.e. Darn UI) should hopefully now be able to adapt the interface to their needs. If then a Darn UI user will send me the parameters to set MCM, I'll add it as pre-made theme for Darn UI.
    - Switched the day time back of 5 days (thank you RogueMage)
    - Added an initialization quest: now it will start after the first tutorial quest inside doc mitchell's house.

    V.2
    - Corrected little script things
    - Corrected a major issue where the logbook was erased everytime you were quitting and then playing again
    - AnT is in the safe list now
    - Introduced possibility to save the logbook on a file (Thank you Luthien)

    v.2 is probably the last stable version before removing the state of Beta.
    The optional requirement of Lutana was changed from v10 to v11 (updated around 26-27th february, check Lutana's page)
    This allowed me to introduce a new function in MCM that will save the LogBook inside a file. The file will be in Data\Config\LogBook, and it will be named with the name of your character. So basically you can have more logbooks if you play with more characters at the same time.
    What the save will do:
    > It will create the file if it doesn't exist. It will overwrite the existing entries
    What the save won't do:
    > If you save the file, then you manually erase a line using R and then you save again, you won't see the difference. This because the save is not differential, it will only store new values but not erased values. So, if you erased many lines and you want to update your logbook file, simply erase it and create a new one in game using the MCM option.


    ------------------
    Description
    ------------------

    A writable Logbook for New Vegas made by Odessa and me. It will be automatically added to your inventory once you finish the first quest "Ain't that a kick in the head) in NV, or "Escape!" in TTW. You will find it under Apparel, like armors and outfits. Once you'll click on it, you will be kicked out from pipboy and after an instant it will open.

    At start you will have only the cover, you will have to add a new page entry pressing the key N. The new page will contain the actual date, expressed as "number of days since you started the game", like a logbook. You can add a new page only once a day.

    You can browse along the pages using the four arrows or using WASD (NOTE: direct code, not controls)

    You can edit a page browsing over it and then pressing E: at that point, you will enter in EDIT mode, a green line will highlight the line you can edit. To edit the highlighted line, you can press <Enter>, a cursor will appear on the line and you will be able to write. <Enter> again will confirm your sentence. To quit EDIT mode you will press E again. You can press R to remove a line, except for the very first entry (the one named "NOTHING SO FAR" when you create a new page). You can add a new line pressing N, the line will be added just under the point where you actually are (the green hightlight line). If you press down arrow over the last line, you will automatically add a new line at the end (exactly as if you were pressing N and you were in the last position).

    To exit the logbook you must press Q in GameMode and ESC in MenuMode.

    NOTE: the keys could seem a lil hard to remember, but they are all written as description near the logbook, when you open it, so you can't make mistakes.


    -----------------------------------------
    GameMode vs MenuMode
    -----------------------------------------

    GameMode is "realtime", the game doesn't stop. It's more realistic, it will show an animation of your character pinching on the pipboy. If you are using a pipboy replacer / remover, it still shouldn't be that bad.
    Since you can be attacked, there's a safe script that will kick you out from the logbook if a creature is near you
    GameMode requires Lutana and it's a lil more script intensive.

    MenuMode is paused game, just like when you open your pipboy or you talk with someone or you sleep. No animations will be triggered nor you can't be attacked. However, in any case you won't be able to open the logbook if are already in combat or an enemy is near.
    MenuMode doesn't require Lutana and it's a lil less script intensive.

    --------
    MCM
    --------
    MCM is not mandatory, however it would make easier choosing the few extra options
    1) Debug mode: flag it to check the console spam and understand something more when there are problems.
    2) I've lost my logbook: will give you another logbook if you have lost yours (because it's not considered quest item so you can drop it in a container)
    3) MenuMode: if flagged, will select MenuMode; if unflagged, will select GameMode. If Lutana is not installed, you won't be able to unflag it.
    4) AZERTY bug: this is just for those lucky ones using QWERTY but Beth was really thinking they were using AZERTY

    Manual enabling options via console:
    1) Set "xx000AE0".bDebug to 1
    2) Player.AddItem xx000ADD 1
    3) Set "xx000AE0".bLogMode to 1 >>> *** SEE NOTE BELOW!
    4) Set "xx000AE0".iKeyb to 1

    *** NOTE: setting to 1 means enabling MenuMode. DO NOT FORCE THIS VALUE TO ZERO IF YOU DON'T HAVE LUTANA!


    ----------------------
    Requirements
    ----------------------
    - NVSE v4.5+
    - JazzIsParis UIO
    - MCM (Optional)
    - Lutana (Optional) v11+
    - 45+ fps (Optional). More it's lower and less it's smooth when you write.


    ------------------
    Installation
    ------------------

    Install the requirements and then use your favourite mod manager to install this package, or unzip the content inside Data as always.
    If you are updating, please do a clean save.

    NOTE for DARNUI users, or whatever custom UI you are using: you can custom the UI alignment using the MCM options, I included a picture that shows the parameters. It's not super easy but if you can manage to make some template for Darn UI I will include them as standard templates in a future update

    ------------------------------------------------
    Known Issues and extra notes
    ------------------------------------------------

    Until it's Beta, Debug Mode will be enabled by default. Can be disabled via MCM or console.
    Darn UI will probably have a misplacement on the strings, due to the different size. I'll be happy to make a patch if some Darn UI user will drop me a line and will have small patience to send me a screenshot and try the patch.


    ------------------
    Permission
    ------------------

    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.


    -----------
    Credits
    -----------

    Odessa
    Jaam, Luthien, JazzIsParis
    Prideslayer and Doctasax

    --------------------------------------
    Video example in game
    --------------------------------------

    https://www.youtube.com/watch?v=Og8GDb9Mi60

    193 downloads

    Updated

  10. Searchlight Airport Home

    This Player home is located in Searchlight Airport, But to get there you use the helicopter next to the gas station in good springs.
     

     
    Raz mods are no longer needed and come with the Rar included in the download, I put it as a mirror cause apparently loverslab didn't want me uploading a giant file and ran into problems >_<
     
    Install this mod like you would install anything through NMM. The raz folders go directly in the right place.
     
    Also, bug fixes ha.
     

    Screenshots



     

     
    This mod is intended for LoversLab and Gunetwork. For use of my mod in other mods PM me
    Also dont go posting it on other places!

    80 downloads

    Updated

  11. TTW Colored Tranquility Lane

    Just a simple mod which adds color to the Tranquility Lane Simulation so you can have all the bright colors the assets deserve to catch.
     

    Sorry for the interiors still being black and white, now fixed

    72 downloads

    Updated

  12. Stamina - Options [FONV]

    ------------
    Description
    ------------

    Update 1.3 - Introduced consumption while Swimming. This will start only after that the Courier is in the water for at least 4 seconds. This will happen even if the Player isn't moving (because to float you must move), and then the stamina consumption will become higher if you move.
    Changed the overall formula: now Running and Swimming (and maybe Unarmed, I don't recall) depend by the ratio between Carry Weight and Max Carry Weight.


    ------------
    Description
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    A plugin that uses the Stamina bar hud to consume stamina. It can be considered a REALISM plugin.
    For now, it adds 4 options, all configurable via MCM, every option can be enabled / disabled singularly, as the amount of stamina they drain.

    - Consumption when running (yes, not sprinting, the common NV run). At the actual value, the stamina drains very slowly, but it drains. With middle values, you can probably run from Goodspring to Primm.

    - Consumption when wearing a medium or heavy armor
    The amount of consumption depends by the value on MCM and the difference between your STR value and the requirements (threshold). The minimal threshold is not configurable: you require 6 STR for medium armors and 7 STR for heavy armors.

    - Consumption when wielding a weapon with an higher requirement of STR - this is pretty bad. To make an example, a simple 10mm machine gun require at least 5 STR. If you're a technician-kind of character, probably your STR is low and now you will have more issues in handling these weapons.

    - Consumption when fighting Unarmed or Melee. It subtract a certain value of stamina every hit you does, it doesn't matter if you hit or not. This value depends by the MCM value and your END value.


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    Install
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    Unpack everything inside Data and activate the ESP, or use a mod manager. Load Order is not influencing.
    While both MCM and Stamina bar are not listed as Masters on the ESP, they're pretty much required.
    When you'll start the first time, the extra options will be all unflagged, they must be activated via MCM.


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    Permissions
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    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod must share the same policies. There are no exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.

    87 downloads

    Updated

  13. Bug Fix: Et Tumor Brute - Caesar Stuck in Coma

    Update: This fix is now included in NVEC bugfixes since v3.4c. You don't need this if you use that, which I recommend.

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    When completing the quest Et Tumor Brute by talking to Lucius and offering him Arcade Gannon there is a show stopping bug in the vanilla game:

    - The Quest 'Et Tumor Brute' shows completed and you get the experience reward
    - BUT: then a message box pops up regarding you operating medically on Caesar
    - Caesar stays in the coma and the same message box will keep showing if you try to interact with him.
    - It is now impossible to wake Caesar up. Ever.

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    I found the exact issue, 100%. They forgot to include 3 lines of code in this particular quest outcome script which are in the other outcomes.




    I have seen various posts around the interweb of people describing this bug but surprisingly no one seems to have made a fan patch for it yet (its not in NVEC).

    67 downloads

    Updated